Hunt or be hunted, the law of nature which pits beast against beast. As mankind struggles to survive and carve out their existence, they too must join in on nature's game: Hunt or be Hunted. This is why the Hunters Guild was formed, a group of hunters, scholars, adventures aiming to keep humanity safe while advancing it further. Will you join them in their hunt, in the Wildlands? Rules: No God modding All Beasts, Monster etc HAVE TO BE KILLABLE, They can be impossibly tough to which they will be classed as Extreme Hunts and warned before hand There must be multiple of a monster species Make Your Choices: Weapon Classes: Pick whichever you like or make your own. Note only one weapon class per hunt but class can be changed while not in the field. Spoiler: Weapon Classes and brief descriptions Great Swords: Overly large two handed weapons: great power, reach and sharpness. However their size makes them slow and cumbersome. In a pitch can be used as a shield but is not recommended Long Swords: Absurdly long yet thin sword(Scythes are allowed in this class): great power, reach and precision strikes. The length of the blade makes the hunter move at a normal speed. Long swords can't block but are great at countering if timed right Sword and shield: Medium sized sword and shield offering a balance of power reach and defense(Axe and mace are allowed as well in this class). The Hunter can move nimbly even with this weapon drawn. While the shield will block most attacks don't expect it to stop a charging monster. Dual Blades: Twin Medium sized swords focusing on power, speed, and sharpness(Axe and mace are allowed in this class). The Hunter can move nimbly even with these drawn is encouraged to. The dual blades can only block attacks by the smallest of monsters Hammer: Overly large two handed blunt weapons: great power, reach and stunning capability. The size of the hammer restricts hunters to normal speed. The hammer can't block attacks Horn: A large musical club that boosts personal and team performance: Great power, sustainability, and stunning capability. Their size makes them slow and cumbersome. Horns can't block attacks Lance: Large shield and polearm weapon: great reach, precision, and defense. Their weight slows the user greatly unless charging forward. The large shield can block almost any frontal attack Guardians Shield: Large shield used for defense and bashing: great defense, sustainability, and support. The size makes the user move at normal speed. The large shield can block almost any frontal attack. Gun Lance: A lance with a cannon at the tip, capable of firing several types of rounds: great range, reach and defense. The weight of the shield slows the user greatly. The large shield can block almost any frontal attack. Switch Blade: Overly large folding blade, which can be switched from a nimble mode into a Large Sword: great attack, reach and sharpness. The nimble mode allows normal movement while the Sword is slowed. Can't block due to the switching ability Charge Axe: Overly large Sword and shield that when fully charged converts into a Great Axe: great damage, defense, and blasting capabilities. Both forms greatly slow the hunter down. Only the uncharged mode can block, with each block the weapon gains a charge Polearms: Long thin two handed weapons(Spears, Bladed poles are allowed in this class): Great mobility, sustainability and aerial launching. The lightness of this weapon allows nimble movement, even the ability to launch oneself in the air. This weapon can't block Portable Cannon: Medium man portable cannon offering semi auto firing of different shells: great range, modable and, mobility. The light frame allows normal movement of the hunter. This weapon can't block so it is advised to stay mobile or at range Howlitzer: Large man portable cannon offering heavy firepower at the cost of firing speed. great range, modable, and power. The weight of the cannon force the hunter to move slowly. If a shield is attacked the Howlitzer can block as good as the sword and shield. Bow: A hunting classic, great range, mobility and stealth. The bow allows for full range of motion even while drawn. It can't block any attack Hunter Classes: Choose your class of hunter or make your own. Note you can still hunt with others even if they are different classes, your goals however would be different. Mainly a flair extra Village Hunter: Sponsored by your local chief, you hunt to protect your village! Guild Registered: Endorsed by the guild you are a freelancer, you hunt for the sake of hunting, fame and gold! Poacher: You hunt and sell monster materials on your own for a profit! However you can't technically join in on guild hunts or village hunts as you have no registry, but nothing is stopping you from treacking out on your own. Treasure Hunter: Seeking the wonders of the Wildlands or just trying to strike it rich, you hunt for the rarest monster materials, ores, eggs, and plants! Character Info/ Sheet: Name: Gender: Age: Backstory: (Optional) Weapon Class/Classes: Hunter Class: World Info: Time Period: Medieval to start of Industrial revolution, examples of tech they have: hot air balloons, siege weaponry, steam based tech, start of railway systems. Monsters of the Wildlands: Any and all you can think off, to give us a nice hefty starting bunch Spoiler: Links to monster lists http://monsterhunter.wikia.com/wiki/Monster_List https://en.wikipedia.org/wiki/Lists_of_legendary_creatures http://www.ffcompendium.com/h/monster.shtml Types of Hunts: Starting idea of possible Hunts Normal: Hunt a standard difficulty monsters, or species of monster. Advanced: Top class specimen of the species are usually the targets! Extreme: Hunts against Alpha class monsters, only the brave take these and few return... Huntathons: A step above Extreme as these hunts never end, you hunt till you drop fight a specific species. Example: Population boom of giant crabs, kill as many as you can with the supplies you bring/find! Unstable Hunts: Chance a Advanced or Extreme Monster could appear, Hunter beware! Treasure Hunts: Search for treasures about the area, the more you find the more you are rewarded! Expeditions: Explore a biome, mapping the region and collecting valuable supplies for your keeping. Biomes: Another good chunk of areas to fight monster in but feel free to add Spoiler: Biomes and descriptions Forest and Hills: Temperate forest bordering rolling hills, sunny all year round Snowy Mountains: Large mountain range covered in snow year round Swamplands: Low marshes home to abundant mushrooms Desert: Arid expanse of sand, blazing hot during the day while icy cold at night Jungle: Large rain forest, hosts frequent showers Volcanic Belt: Large volcanic ring home to various different volcanoes, near constantly hot and home to various ores Arctic Rim: Frozen oceans home to aquatic and amphibious beasts Flooded Forest: Low laying forest often swampy due to excessive rain Floating Mountains: Magnetic hunks of rocks float and spin mid air, home to climbing species and rare herbs Oasis Rivers: scattered Oasis-es in a vast desert connected by a large underground lake Great Forrest: Dense forest full of ancient trees, some the size of mountains Coastal Reef: Sea side coast home to aquatic monsters Arenas: Various man made arenas for hunters to test their might, or quell a loose monster Battlegrounds(Extreme Only) : A section of a valley used to battle colossi monster who migrate through the area, rumor say a mountain dragon lays in wait... Great Sea(Extreme Only) : A vast expanse of sea traders fear to cross, rumor say a vile monster hides in it's depths... Great Desert Pass(Extreme Only) : Vast open desert few caravans cross due to recent howls. rumors say a sand whale swims the desert looking for prey... Lost Icefields(Extreme Only) : Ice fields in between the snowy mountains and arctic rim, rumors say a glacial goliath slumbers there... Lavapool(Extreme Only) : A magma field in the middle of the volcanic belt, rumors say a back beast of fire nests there... Ancient Tower(Extreme Only) : A ruined tower of an civilization lost to time, rumor say a black dragon sits atop it waiting to devour the world... Weapons and Armor: As you hunt more monsters you find you materials to craft stronger and better weapons/armor. Using monster parts can greatly increase a weapons/armor effectiveness, but keep in mind the same thing said monster is weak to your weapon/armor is now weak to as well! Dice rolls: A option we can use to determine fights. Scripted events can still happen as well. Example of dice rolls. Roll d20 Chance of hitting; d20 Chance of missing; d20 Chance of Critical; d20 Chance of Critical Failing. if the chance of missing is greater than hitting you miss (obviously). Have it be a two roll per one variable system, if you are attacking roll for attack and miss which ever is greater happens. My first post should show this. Running away can freely be done without a roll but keep in mind the monster might h=just chase after you!